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							- /*
 
-  * BattleSpellMechanics.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "BattleSpellMechanics.h"
 
- #include "Problem.h"
 
- #include "CSpellHandler.h"
 
- #include "../battle/IBattleState.h"
 
- #include "../battle/CBattleInfoCallback.h"
 
- #include "../networkPacks/PacksForClientBattle.h"
 
- #include "../networkPacks/SetStackEffect.h"
 
- #include "../CStack.h"
 
- #include <vstd/RNG.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace spells
 
- {
 
- namespace SRSLPraserHelpers
 
- {
 
- 	static int XYToHex(int x, int y)
 
- 	{
 
- 		return x + GameConstants::BFIELD_WIDTH * y;
 
- 	}
 
- 	static int XYToHex(std::pair<int, int> xy)
 
- 	{
 
- 		return XYToHex(xy.first, xy.second);
 
- 	}
 
- 	static int hexToY(int battleFieldPosition)
 
- 	{
 
- 		return battleFieldPosition/GameConstants::BFIELD_WIDTH;
 
- 	}
 
- 	static int hexToX(int battleFieldPosition)
 
- 	{
 
- 		int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
 
- 		return pos;
 
- 	}
 
- 	static std::pair<int, int> hexToPair(int battleFieldPosition)
 
- 	{
 
- 		return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
 
- 	}
 
- 	//moves hex by one hex in given direction
 
- 	//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
 
- 	static std::pair<int, int> gotoDir(int x, int y, int direction)
 
- 	{
 
- 		switch(direction)
 
- 		{
 
- 		case 0: //top left
 
- 			return std::make_pair((y%2) ? x-1 : x, y-1);
 
- 		case 1: //top right
 
- 			return std::make_pair((y%2) ? x : x+1, y-1);
 
- 		case 2:  //right
 
- 			return std::make_pair(x+1, y);
 
- 		case 3: //right bottom
 
- 			return std::make_pair((y%2) ? x : x+1, y+1);
 
- 		case 4: //left bottom
 
- 			return std::make_pair((y%2) ? x-1 : x, y+1);
 
- 		case 5: //left
 
- 			return std::make_pair(x-1, y);
 
- 		default:
 
- 			throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
 
- 		}
 
- 	}
 
- 	static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
 
- 	{
 
- 		return gotoDir(xy.first, xy.second, direction);
 
- 	}
 
- 	static bool isGoodHex(std::pair<int, int> xy)
 
- 	{
 
- 		return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
 
- 	}
 
- 	//helper function for rangeInHexes
 
- 	static std::set<ui16> getInRange(unsigned int center, int low, int high)
 
- 	{
 
- 		std::set<ui16> ret;
 
- 		if(low == 0)
 
- 		{
 
- 			ret.insert(center);
 
- 		}
 
- 		std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
 
- 		for(auto & elem : mainPointForLayer)
 
- 			elem = hexToPair(center);
 
- 		for(int it=1; it<=high; ++it) //it - distance to the center
 
- 		{
 
- 			for(int b=0; b<6; ++b)
 
- 				mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
 
- 			if(it>=low)
 
- 			{
 
- 				std::pair<int, int> curHex;
 
- 				//adding lines (A-b, B-c, C-d, etc)
 
- 				for(int v=0; v<6; ++v)
 
- 				{
 
- 					curHex = mainPointForLayer[v];
 
- 					for(int h=0; h<it; ++h)
 
- 					{
 
- 						if(isGoodHex(curHex))
 
- 							ret.insert(XYToHex(curHex));
 
- 						curHex = gotoDir(curHex, (v+2)%6);
 
- 					}
 
- 				}
 
- 			} //if(it>=low)
 
- 		}
 
- 		return ret;
 
- 	}
 
- }
 
- BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
 
- 										   std::shared_ptr<effects::Effects> effects_,
 
- 										   std::shared_ptr<IReceptiveCheck> targetCondition_):
 
- 	BaseMechanics(event),
 
- 	effects(std::move(effects_)),
 
- 	targetCondition(std::move(targetCondition_))
 
- {}
 
- BattleSpellMechanics::~BattleSpellMechanics() = default;
 
- void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
 
- {
 
- 	auto callback = [&](const effects::Effect * effect, bool & stop)
 
- 	{
 
- 		if(indirect == effect->indirect)
 
- 		{
 
- 			if(ignoreImmunity)
 
- 			{
 
- 				effect->apply(server, this, targets);
 
- 			}
 
- 			else
 
- 			{
 
- 				EffectTarget filtered = effect->filterTarget(this, targets);
 
- 				effect->apply(server, this, filtered);
 
- 			}
 
- 		}
 
- 	};
 
- 	effects->forEachEffect(getEffectLevel(), callback);
 
- }
 
- bool BattleSpellMechanics::canBeCast(Problem & problem) const
 
- {
 
- 	auto genProblem = battle()->battleCanCastSpell(caster, mode);
 
- 	if(genProblem != ESpellCastProblem::OK)
 
- 		return adaptProblem(genProblem, problem);
 
- 	switch(mode)
 
- 	{
 
- 	case Mode::HERO:
 
- 		{
 
- 			const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
 
- 			if(!castingHero)
 
- 			{
 
- 				logGlobal->debug("CSpell::canBeCast: invalid caster");
 
- 				genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
 
- 			}
 
- 			else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
 
- 				genProblem = ESpellCastProblem::NO_SPELLBOOK;
 
- 			else if(!castingHero->canCastThisSpell(owner))
 
- 				genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
 
- 			else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
 
- 				genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
 
- 		}
 
- 		break;
 
- 	}
 
- 	if(genProblem != ESpellCastProblem::OK)
 
- 		return adaptProblem(genProblem, problem);
 
- 	if(!owner->isCombat())
 
- 		return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
 
- 	const PlayerColor player = caster->getCasterOwner();
 
- 	const BattleSide side = battle()->playerToSide(player);
 
- 	if(side == BattleSide::NONE)
 
- 		return adaptProblem(ESpellCastProblem::INVALID, problem);
 
- 	//effect like Recanter's Cloak. Blocks also passive casting.
 
- 	//TODO: check creature abilities to block
 
- 	//TODO: check any possible caster
 
- 	if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
 
- 		return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
 
- 	return effects->applicable(problem, this);
 
- }
 
- bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
 
- {
 
- 	if(!canBeCast(problem))
 
- 		return false;
 
- 	Target spellTarget = transformSpellTarget(target);
 
- 	const battle::Unit * mainTarget = nullptr;
 
- 	if(spellTarget.front().unitValue)
 
- 	{
 
- 		mainTarget = target.front().unitValue;
 
- 	}
 
- 	else if(spellTarget.front().hexValue.isValid())
 
- 	{
 
- 		mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
 
- 	}
 
- 	if (!getSpell()->canCastOnSelf() && !getSpell()->canCastOnlyOnSelf())
 
- 	{
 
- 		if(mainTarget && mainTarget == caster)
 
- 			return false; // can't cast on self
 
- 		if(mainTarget && mainTarget->isInvincible() && !getSpell()->getPositiveness())
 
- 			return false;
 
- 	}
 
- 	else if(getSpell()->canCastOnlyOnSelf())
 
- 	{
 
- 		if(mainTarget && mainTarget != caster)
 
- 			return false; // can't cast on others
 
- 	}
 
- 	return effects->applicable(problem, this, target, spellTarget);
 
- }
 
- std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
 
- {
 
- 	Target spellTarget = transformSpellTarget(target);
 
- 	EffectTarget all;
 
- 	effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
 
- 	{
 
- 		EffectTarget one = e->transformTarget(this, target, spellTarget);
 
- 		vstd::concatenate(all, one);
 
- 	});
 
- 	std::set<const CStack *> stacks;
 
- 	for(const Destination & dest : all)
 
- 	{
 
- 		if(dest.unitValue && !dest.unitValue->isInvincible())
 
- 		{
 
- 			//FIXME: remove and return battle::Unit
 
- 			stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
 
- 		}
 
- 	}
 
- 	std::vector<const CStack *> res;
 
- 	std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
 
- 	return res;
 
- }
 
- void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
 
- {
 
- 	BattleSpellCast sc;
 
- 	int spellCost = 0;
 
- 	sc.side = casterSide;
 
- 	sc.spellID = getSpellId();
 
- 	sc.battleID = battle()->getBattle()->getBattleID();
 
- 	sc.tile = target.at(0).hexValue;
 
- 	sc.castByHero = mode == Mode::HERO;
 
- 	sc.casterStack = caster->getCasterUnitId();
 
- 	sc.manaGained = 0;
 
- 	sc.activeCast = false;
 
- 	affectedUnits.clear();
 
- 	const CGHeroInstance * otherHero = nullptr;
 
- 	{
 
- 		//check it there is opponent hero
 
- 		const BattleSide otherSide = battle()->otherSide(casterSide);
 
- 		if(battle()->battleHasHero(otherSide))
 
- 			otherHero = battle()->battleGetFightingHero(otherSide);
 
- 	}
 
- 	//calculate spell cost
 
- 	if(mode == Mode::HERO)
 
- 	{
 
- 		const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
 
- 		spellCost = battle()->battleGetSpellCost(owner, casterHero);
 
- 		if(nullptr != otherHero) //handle mana channel
 
- 		{
 
- 			int manaChannel = 0;
 
- 			for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
 
- 			{
 
- 				if(stack->unitOwner() == otherHero->tempOwner)
 
- 				{
 
- 					vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
 
- 				}
 
- 			}
 
- 			sc.manaGained = (manaChannel * spellCost) / 100;
 
- 		}
 
- 		sc.activeCast = true;
 
- 	}
 
- 	else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
 
- 	{
 
- 		spellCost = 1;
 
- 		sc.activeCast = true;
 
- 	}
 
- 	beforeCast(sc, *server->getRNG(), target);
 
- 	BattleLogMessage castDescription;
 
- 	castDescription.battleID = battle()->getBattle()->getBattleID();
 
- 	switch (mode)
 
- 	{
 
- 	case Mode::CREATURE_ACTIVE:
 
- 	case Mode::ENCHANTER:
 
- 	case Mode::HERO:
 
- 	case Mode::PASSIVE:
 
- 		{
 
- 			MetaString line;
 
- 			caster->getCastDescription(owner, affectedUnits, line);
 
- 			if(!line.empty())
 
- 				castDescription.lines.push_back(line);
 
- 		}
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- 	doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
 
- 	for(auto & unit : affectedUnits)
 
- 		sc.affectedCres.insert(unit->unitId());
 
- 	if(!castDescription.lines.empty())
 
- 		server->apply(castDescription);
 
- 	server->apply(sc);
 
- 	for(auto & p : effectsToApply)
 
- 		p.first->apply(server, this, p.second);
 
- 	if(sc.activeCast)
 
- 	{
 
- 		caster->spendMana(server, spellCost);
 
- 		if(sc.manaGained > 0)
 
- 		{
 
- 			assert(otherHero);
 
- 			otherHero->spendMana(server, -sc.manaGained);
 
- 		}
 
- 	}
 
- 	// send empty event to client
 
- 	// temporary(?) workaround to force animations to trigger
 
- 	StacksInjured fakeEvent;
 
- 	fakeEvent.battleID = battle()->getBattle()->getBattleID();
 
- 	server->apply(fakeEvent);
 
- }
 
- void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
 
- {
 
- 	affectedUnits.clear();
 
- 	Target spellTarget = transformSpellTarget(target);
 
- 	std::vector <const battle::Unit *> resisted;
 
- 	auto filterResisted = [&, this](const battle::Unit * unit) -> bool
 
- 	{
 
- 		if(isNegativeSpell() && isMagicalEffect())
 
- 		{
 
- 			//magic resistance
 
- 			const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
 
- 			if(rng.nextInt(0, 99) < prob)
 
- 				return true;
 
- 		}
 
- 		return false;
 
- 	};
 
- 	auto filterUnit = [&](const battle::Unit * unit)
 
- 	{
 
- 		if(filterResisted(unit))
 
- 			resisted.push_back(unit);
 
- 		else
 
- 			affectedUnits.push_back(unit);
 
- 	};
 
- 	//prepare targets
 
- 	effectsToApply = effects->prepare(this, target, spellTarget);
 
- 	std::set<const battle::Unit *> unitTargets = collectTargets();
 
- 	//process them
 
- 	for(const auto * unit : unitTargets)
 
- 		filterUnit(unit);
 
- 	//and update targets
 
- 	for(auto & p : effectsToApply)
 
- 	{
 
- 		vstd::erase_if(p.second, [&](const Destination & d)
 
- 		{
 
- 			if(!d.unitValue)
 
- 				return false;
 
- 			return vstd::contains(resisted, d.unitValue);
 
- 		});
 
- 	}
 
- 	if(mode == Mode::MAGIC_MIRROR)
 
- 	{
 
- 		if(caster->getHeroCaster() == nullptr)
 
- 		{
 
- 			sc.reflectedCres.insert(caster->getCasterUnitId());
 
- 		}
 
- 	}
 
- 	for(const auto * unit : resisted)
 
- 		sc.resistedCres.insert(unit->unitId());
 
- }
 
- void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
 
- {
 
- 	affectedUnits.clear();
 
- 	//TODO: evaluate caster updates (mana usage etc.)
 
- 	//TODO: evaluate random values
 
- 	Target spellTarget = transformSpellTarget(target);
 
- 	effectsToApply = effects->prepare(this, target, spellTarget);
 
- 	std::set<const battle::Unit *> unitTargets = collectTargets();
 
- 	auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
 
- 	std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
 
- 	doRemoveEffects(server, affectedUnits, selector);
 
- 	for(auto & p : effectsToApply)
 
- 		p.first->apply(server, this, p.second);
 
- }
 
- std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
 
- {
 
- 	std::set<const battle::Unit *> result;
 
- 	for(const auto & p : effectsToApply)
 
- 	{
 
- 		for(const Destination & d : p.second)
 
- 			if(d.unitValue)
 
- 				result.insert(d.unitValue);
 
- 	}
 
- 	return result;
 
- }
 
- void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const battle::Units & targets, const CSelector & selector)
 
- {
 
- 	SetStackEffect sse;
 
- 	sse.battleID = battle()->getBattle()->getBattleID();
 
- 	for(const auto * unit : targets)
 
- 	{
 
- 		std::vector<Bonus> buffer;
 
- 		auto bl = unit->getBonuses(selector);
 
- 		for(const auto & item : *bl)
 
- 			buffer.emplace_back(*item);
 
- 		if(!buffer.empty())
 
- 			sse.toRemove.emplace_back(unit->unitId(), buffer);
 
- 	}
 
- 	if(!sse.toRemove.empty())
 
- 		server->apply(sse);
 
- }
 
- bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
 
- {
 
- 	if(bonus->source != BonusSource::SPELL_EFFECT)
 
- 		return false;
 
- 	for(const SpellID & id : owner->counteredSpells)
 
- 	{
 
- 		if(bonus->sid.as<SpellID>() == id)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- BattleHexArray BattleSpellMechanics::spellRangeInHexes(const BattleHex & centralHex) const
 
- {
 
- 	using namespace SRSLPraserHelpers;
 
- 	BattleHexArray ret;
 
- 	std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
 
- 	for(auto & elem : rng)
 
- 	{
 
- 		std::set<ui16> curLayer = getInRange(centralHex.toInt(), elem, elem);
 
- 		//adding obtained hexes
 
- 		for(const auto & curLayer_it : curLayer)
 
- 			ret.insert(curLayer_it);
 
- 	}
 
- 	return ret;
 
- }
 
- Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
 
- {
 
- 	Target spellTarget;
 
- 	if(aimPoint.empty())
 
- 	{
 
- 		logGlobal->error("Aimed spell cast with no destination.");
 
- 	}
 
- 	else
 
- 	{
 
- 		const Destination & primary = aimPoint.at(0);
 
- 		BattleHex aimPointHex = primary.hexValue;
 
- 		//transform primary spell target with spell range (if it`s valid), leave anything else to effects
 
- 		if(aimPointHex.isValid())
 
- 		{
 
- 			auto spellRange = spellRangeInHexes(aimPointHex);
 
- 			for(const auto & hex : spellRange)
 
- 				spellTarget.push_back(Destination(hex));
 
- 		}
 
- 	}
 
- 	if(spellTarget.empty())
 
- 		spellTarget.push_back(Destination(BattleHex::INVALID));
 
- 	return spellTarget;
 
- }
 
- std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
 
- {
 
- 	auto ret = BaseMechanics::getTargetTypes();
 
- 	if(!ret.empty())
 
- 	{
 
- 		effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
 
- 		{
 
- 			e->adjustTargetTypes(ret);
 
- 			stop = ret.empty();
 
- 		});
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
 
- {
 
- 	//TODO: BattleSpellMechanics::getPossibleDestinations
 
- 	if(index != 0)
 
- 		return std::vector<Destination>();
 
- 	std::vector<Destination> ret;
 
- 	switch(aimType)
 
- 	{
 
- 	case AimType::CREATURE:
 
- 	{
 
- 		auto stacks = battle()->battleGetAllStacks();
 
- 		for(auto stack : stacks)
 
- 		{
 
- 			Target tmp = current;
 
- 			tmp.emplace_back(stack->getPosition());
 
- 			detail::ProblemImpl ignored;
 
- 			if(canBeCastAt(tmp, ignored))
 
- 				ret.emplace_back(stack->getPosition());
 
- 		}
 
- 		break;
 
- 	}
 
- 	case AimType::LOCATION:
 
- 		if(fast)
 
- 		{
 
- 			auto stacks = battle()->battleGetAllStacks();
 
- 			BattleHexArray hexesToCheck;
 
- 			for(auto stack : stacks)
 
- 			{
 
- 				hexesToCheck.insert(stack->getPosition());
 
- 				hexesToCheck.insert(stack->getPosition().getNeighbouringTiles());
 
- 			}
 
- 			for(const auto & hex : hexesToCheck)
 
- 			{
 
- 				if(hex.isAvailable())
 
- 				{
 
- 					Target tmp = current;
 
- 					tmp.emplace_back(hex);
 
- 					detail::ProblemImpl ignored;
 
- 					if(canBeCastAt(tmp, ignored))
 
- 						ret.emplace_back(hex);
 
- 				}
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 			{
 
- 				BattleHex dest(i);
 
- 				if(dest.isAvailable())
 
- 				{
 
- 					Target tmp = current;
 
- 					tmp.emplace_back(dest);
 
- 					detail::ProblemImpl ignored;
 
- 					if(canBeCastAt(tmp, ignored))
 
- 						ret.emplace_back(dest);
 
- 				}
 
- 			}
 
- 		}
 
- 		break;
 
- 	case AimType::NO_TARGET:
 
- 		ret.emplace_back();
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- 	return ret;
 
- }
 
- bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
 
- {
 
- 	return targetCondition->isReceptive(this, target);
 
- }
 
- BattleHexArray BattleSpellMechanics::rangeInHexes(const BattleHex & centralHex) const
 
- {
 
- 	if(isMassive() || !centralHex.isValid())
 
- 		return BattleHexArray();
 
- 	Target aimPoint;
 
- 	aimPoint.push_back(Destination(centralHex));
 
- 	Target spellTarget = transformSpellTarget(aimPoint);
 
- 	BattleHexArray effectRange;
 
- 	effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
 
- 	{
 
- 		if(!effect->indirect)
 
- 		{
 
- 			effect->adjustAffectedHexes(effectRange, this, spellTarget);
 
- 		}
 
- 	});
 
- 	return effectRange;
 
- }
 
- const Spell * BattleSpellMechanics::getSpell() const
 
- {
 
- 	return owner;
 
- }
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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